Bullet Time: Everything appears to go this way when the Point Man triggers his Reflex/Slo-Mo powers, though in reality he is moving superhumanly fast. This appears to be a manifestation of his psychic abilities.

Cain and Abel: It's not precisely clear which brother fills which role (they're both pretty intent on killing each other), but the dynamic between him and Fettel definitely comes across this way. In the intro to the third game, the moment he realizes Fettel is in front of him, he kills the body he's possessing.

Freudian Excuse: His abusive upbringing and playing always-second-best to Fettel cause him intense trauma that becomes apparent in F.3.A.R.

Heroic Mime: It is strongly implied he actually is mute; he never says a single word in any of the games.

Implacable Man: Really, the entirety of FEAR 3. The game could be described as a long string of apocalyptic disasters combined with continuous heavy assault by an army of clones, robots, and helicopters, as well as Mind Screw psychic monster phenomena on a scale that can only be rated as "demonic", all completely and utterly failing to stop him. All the areas you play through are pretty much getting torn down around you.

Kubrick Stare: Of the "I-will-skullfuck-you-to-death" kind. It's his default mode.

Made of Iron: He gets thrown out of a three-story building from an explosion set off by Alma and doesn't suffer lethal injuries at all. And later, he survives a nuclear blast at point-blank that leaves a mile-wide crater and flash-fries people miles away into ash. F.E.A.R.: Extraction Point has a tunnel bomb flinging him several dozens of feet in the air before he crash lands on a roof on a nearby parking garage. F.E.A.R. 3 involves him surviving a helicopter crash, getting launched a few hundred feet by a blast from Fettel, the crashing of a high-altitude transportation pod, and an entire prison collapsing on his head.

Man Child: Not explicit, but he was apparently put into stasis as an adolescent before being memory wiped, surgically modified, and trained years later. It manifests through his single-minded determination to kill everything in his way and his lack of speech and/or characterisation beyond that end.

Nice Job Breaking It, Hero: Blowing up the Origin Facility did nothing but cause a nuclear explosion beneath Fairport that wiped out all evidence of Armacham's wrongdoing and killed thousands of its residents - but not Alma, as intended.

One-Man Army: The Replica are all Heavily ArmedSuper Soldiers; he kills five-hundred of them over the course of two days. Of course, the rampage he goes on in F.E.A.R. 3 makes this look like an opening act by comparison. Lampshaded by Douglas Holiday, who calls him "a bad motherfucker".

Required Secondary Powers: In the third game he takes part in a psychic battle, so he would appear to have capabilities similar to Becket and Keegan (as implied by his reflexes). However, it is later noted that his potential as a psychic is extremely low - below normal - as opposed to Becket and Keegan, who are both unusually powerful. It may be that his "lack" of power is power itself, simply expressed differently, but the mechanics behind measuring someone's psychic potential aren't very clear.

Cloning Blues: Implied. A comment by Fettel about the similarities the Sergeant and the Point Man and a throwaway line by the Nightcrawler Commander labelling him as "another of Betters's tin-men" seem to suggest that he is a clone of the Point Man. Sadly, given the character has been removed from canon, we will never discover the Sarge's true nature (however, to show how much weight he had in the canon, the Point Man's true face in the third game is striking similar to the Sergeant's face model in this game's files).

Expy: Both out and in-universe, of the Point Man, hence his abilities and overall personality.

Made of Iron: What Point Man can do, he probably does as good. Although, this time, the Alma meetup is in an office building and he endures nuclear devastation by making it underground.

One-Man Army: While his body count isn't at par with the Point Man's, he has definitely gone through as much hell as him, if not even more. Aside from having more paranormal kills in one single interval (Interval 4, Devastation) than the Point Man has fought in the entire original campaign, Extraction Point included, the Sergeant crossed guns with the Nightcrawler organization, a group much more well-trained and well-equipped than Replicas or ATC rent-a-cops (both of whom are fought by the Sergeant in reasonably-sized squads of their best - ATC Riot Troops can easily hold their own against Replica Elites), and that's not counting the tough-as-nails Nightcrawler Elites and their commander. This magnitude of opposition matches (and quite possibly exceeds) anything the Point Man or Becket confront in any of the games they appears in.

Sergeant Michael Becket

The Player Character of Project Origin, Becket is a highly gifted soldier with latent psychic abilities, which are brought to the forefront by Project Harbinger. He is a member of a special delta unit known as "Dark Signal," which consists exclusively of Harbinger subjects, who are all potential Replica commanders. Becket's psychic potential is very strong - equal to Paxton Fettel - but it has yet to be trained.

Badass Normal: At the beginning of the game, there's nothing unusual about him beyond latent psychic abilities, which allow him to see hallucinations of Alma. An Armacham evaluation indicates that he has exceptional physical ability but lackluster academics.

Bullet Time: Justified after he gets the Harbinger Treatment by Dr. York, requested by Genevieve Aristide.

Rape as Drama: He's on the receiving end - by Alma. This is not played as anything but awful and traumatic.

Sanity Slippage: A combination of Alma's Mind Rape powers, her actually raping him, and being held captive by Armacham for nine months while being continuously tested and experimented on has left him a twitching, cowering ruin of a man.

Which also leads to his screaming this line after one of the third game's interval ending cutscenes...

She's... fucking...pregnant!

Foxtrot 813

A Replica that goes rogue during the events of Project Origin when Paxton Fettel instructs him to free his commander - Fettel himself - from imprisonment.

Brainwashed and Crazy: A disciplined Replica in an army of identical Replica who very suddenly massacres his own squadron and runs off alone thanks to psychic influence.

Clone by Conversion: Well, he was already a perfect physical copy of Fettel. You could say Fettel was simply unlocking his full potential.

Creepy Monotone: As noted below, Replica have a surprising array of emotions, given their origin, and 813 is no different. After Paxton contacts him, his inflection plunges from normal enough into flat, hollow and icy, immediately alerting the others that something isn't right.

What Happened to the Mouse?: Despite the below spoiler, his activities have no bearing on F.E.A.R. 3. It's unknown what happens to Fettel's new vessel.

Willing Channeler: He allows himself to become possessed by Fettel's ghost, overwriting whatever independent will he had and essentially bringing Fettel back to life. At least in that continuity.

Major Antagonists

Alma

Kill them. Kill them all.

One of the primary characters in the series, around whom nearly everything revolves, Alma is an extremely powerful psychic (as in reality bending and world-ending power) who was connected to an Armacham project known as "Origin" to create psychic supersoldiers. Her psychic powers are among the strongest ever seen, and it's believed that she can sense people's emotions... namely, the negative ones. This combined with the horrific events of her childhood have left her traumatized and insane, and it's implied that she can't control her own overwhelming powers anymore.

Ax-Crazy: Oh god, is she ever. Her "Almaverse" is essentially her own mind taken form, and even a glance from the creaturesspawned there can tell you that she is not mentally well. At all. That, and aside from the fact that most times she appears, she'll liquify/cook the flesh off everyone except you.

Anti-Villain: Alma is terrifying and incredibly destructive, but it's really hard to blame her for being so.

Big Bad: She's a candidate, especially in the first game, but even then the issue is complex.

Curb-Stomp Battle: Let's just say that the only real choices for you if you manage to piss her off is Run or Die, and hope that something takes her mind off you in the time that you spend running.

Creepy Child: Her favoured form, because it's mostly how she conceptualises herself - an eight-year old child with long, dark hair, pale skin, and sunken eyes.

Determinator: Alma is so determined and all-consumingly enraged that death made no difference to her at all. Locked up in a stasis tank since she was eight, held in for six days without life support before her body finally succumbed, but even then, no death, psychic attacks or even nuclear explosions will stop her from taking revenge on Armacham and the world.

Does Not Like Shoes: Alma is barefoot in her child form, even in flashbacks of her past life. As they often show her in her grass-grounded Happy Place, it isn't too weird for her to go shoeless. When she appears as a ghost, however, the trait is completed with Footprints of Muck to make a point in creepiness.

Expy: She was obviously directly inspired by Samara/Sadako, as mentioned above, though she's a character in her own right as well.

Full-Frontal Assault: Both her "real" emaciated corpse and her projected "seductive" body have no clothing, but for different reasons.

Godiva Hair: Her seductive form has her long, dark hair covering her breasts - presumably out of preference rather than modesty, since it covers nothing else. Her corpse is the same, but lacks sexual appeal. In both cases, there's a reason her hair doesn't swing around and reveal anything - she's soaked in water.

Implacable Man: Being sealed up didn't stop her from affecting the area around her to some extent, and when she finally does get out, everything up to and including nuclear detonations will only just make her even angrier.

The Hecate Sisters: In the second game, her three forms conform to the triplicate imagery - her child form (the maiden), her real emaciated form (the crone) and her attractive and healthy form (the seductress that becomes the mother, complete with heavily pregnant belly). She winds up switching between them as her mood and whims dictate.

Mind Rape: Something she has been subject to, and that she subjects others to, sometimes intentionally and sometimes otherwise.

Mook Maker: In-story example. Her unprecedented but uncontrolled psychic energy and broken mind creates creatures hell-bent on destruction and mayhem. They initially only appear during paranormal occurrences, but after her father released her, they simply appear. Interestingly, it's not clear if she directly controls her apparitions, and F.E.A.R 3 provides evidence that she doesn't, in the form of The Creep: the psychic remnant of her father, Harlan Wade. Any time it appears, Alma is paralyzed with fear, reverting to her child form if she was in adult form.

The Ophelia: Alma appears to have many Ophelia-esque aspects, particularly in F.E.A.R. 2: Project Origin. She is shown singing in several hallucinations, and in the prequel videos she dances around a doctor who she's been gleefully mindraping. Water shows up often in her hallucinations, which makes sense, as, like Ophelia, she died by drowning (in her case, in amniotic fluid). And her hair in her "child" form tends to be wild and frazzled.

Orcus on His Throne: In F.3.A.R., Alma is not the active nemesis she was in the first two games because she's pregnant and in the process of going through labour. That said, her presence is still felt, from mad cultists to reality-warping effects to creating entities like the Creep, even if she is not actively fighting the players.

Psychopathic Manchild: Her powers were always hard on her, even as a child. Being locked in a vault and forced into a coma at eight-years-old, subjected to experiments and forced insemination and birth (twice), then seeing her children dragged away from her before she could so much as hold them in her hands, then left in the dark to drown in the vault - all these traumatic experiences left her emotionally stunted, knowing only a very limited set of primal urges. One is rage, causing her to lash out at what she perceives as a threat (which is almost everything). And, unfortunately for one Michael Becket, another is an aggressive urge to sexually reproduce, which sees her raping him in order to conceive another child. It's easy to read her as an abuse victim with apocalyptic psychic power, and the developers of FEAR 2 actually described her as such.

Roaring Rampage of Revenge: An entire city (and its outlying suburbs) annihilated, most of its inhabitants vaporised and those who survived turned into slaves to her mind as a result - and her destructive fury burns as hot as ever.

Sealed Evil in a Can: Sealed in a telesthetic suppression field and left for dead in the dark in an abandoned underground facility for decades. Implications in the first game are that she still had an effect on the environment - though very mild - until she found a link to the outside world in Paxton Fettel. But when her vault is opened, she's free to burn whatever she sees without that crutch.

Unstoppable Rage: Which is the whole reason behind the plot of the entire series. Rage defines her.

Woobie, Destroyer of Worlds: Having been driven insane by your own psychic powers as a child, experimented on and locked up since you were eight years old, medicated into a coma and locked away in a shield vault for most of your life, forcibly impregnated and then having both of your children taken away, then killed once the project was terminated, all by your own father can turn someone into this.

Paxton Fettel

Some secrets can be buried deeper than others, but I know where to dig...

The prototype commander of the Replica soldiers. Primary antagonist of the first F.E.A.R. game and the first expansion. Makes a non-canonical comeback in the DLC F.E.A.R. 2: Reborn. He then becomes a playable character in F.3.A.R., but as a similar sort of post-mortem psychic projection as Alma.

Abusive Parents: Where his brother was pushed to more and more extreme physical feats and subjected to emotional abuse, Fettel as a child wound up strapped down with electrodes in his head a lot to push his telepathic power as far as it would go. Eventually, his desperation to escape from the pain put him into contact with Alma.

Awesome McCool Name: "Paxton" is a very uncommon name, and "Fettel" is apparently made up, but they together sound quite imposing.

Ax-Crazy: Though quite calm and collected, usually, Fettel expresses an appreciation of the cultists' handiwork and violent tendencies, and enjoys killing. Sometimes his façade cracks to show how deeply warped and sadistic he is, but only sometimes.

Big Bad: A very compelling candidate for the true antagonist of the entire series.

Blood Is the New Black: He spends much of the first game smeared and splashed with blood, none of it his. His mouth and teeth, especially, are red with it for obvious reasons.

Brainwashed and Crazy: By his mother. He eventually regains his mind. The difference is... honestly, not readily apparent.

Cain and Abel: He and his brother toss the roles back and forth like a pair of jugglers.

Demonic Possession: One of Fettel's primary means of attack involves grabbing enemy troops and taking control of their bodies.

Dissonant Serenity: He talks a lot, rarely using a tone more emotional than coolly intrigued or close to beatific (but still soft and even). His topics of conversation are things like his visions of the world burning in retaliation for what's been done to him and "Mother".

Dreaming of Things to Come: Or so he says; he dreamt of the explosion that took out most of Fairport and the first Synchronicity Event, and may even have picked up the idea that he could devour human flesh to take memories from foreseeing his future self doing so.

Kick the Dog: When he and the Point Man reach Becket, Fettel possesses him, knowing that this will kill him, simply because invading his body and taking the memories by force is faster than trying to chat him up.

Mind over Matter: He can create psychic blasts, lift people/objects and throw them around, make human bodies explode, and possess people to turn them against their allies.

Not So Different: Fettel ultimately becomes much like Harlan Wade, whom he utterly despises and refers to as 'evil'.

Oedipus Complex: He hates his father, Harlan Wade. His ending in F.3.A.R. implies that he'd have fathered Alma's child if Becket hadn't already - adding a really disturbing dimension to his killing Becket.

The Scream: The first we see of Fettel in the series is him kneeling in his cell, apparently listening to something, before falling forward and howling in agony as he makes psychic contact with Alma.

Squishy Wizard: Is notably more fragile than the Point Man, and lacks his slo-mo abilities, making him far more vulnerable to gunfire. On the other hand, when in a possessed body, that body's death won't kill him, and until that happens he has use of whatever guns, blades or bludgeons are on hand. Also, while he can't use weapons as an incorporeal spirit, he has ranged psychic blasts with effectively limitless ammunition and can hurl around heavy objects or immobilise people.

Tyke Bomb: Raised by Armacham from birth as a psychic commander. He first killed someone when he was maybe ten years old.

Woobie, Destroyer of Worlds: He had an incredibly shitty life as a child, so when he finally gets loose, gets killed, and comes back, he's really annoyed and quite willing to destroy or subjugate the world in revenge.

Harlan Wade

It is the way of men to create monsters....and the way of monsters to destroy their creators.

A high-ranking researcher at Armacham, and the former head of Project Origin. In the first game, he becomes deeply concerned when Genevieve Aristide wants to re-open the program, over his objections.

Abusive Parents: Hoo boy. And it doesn't just extend to Alma, either. Both Fettel and the Point Man got a lot of it too when they were children. One of the Point Man's flashbacks depicts Harlan putting him in a training ring as an eleven-year old against a fully-grown Armacham soldier, and when he inevitably lost, Harlan flies into a rage and beats him with a metal bucket so hard that he gets thrown into a concrete pillar.

In F.E.A.R. 2: Project Origin, one of Harlan's flashbacks involves him standing next to his daughter, with his voice speaking in the background, saying "You're asking me to seal my daughter away?" From his tone, it sounds like he's horrified at the prospect. His later appearances, particularly the brothers' flashbacks to how he treated them during the years when Project Origin was active, show that he hardened quite a bit.

Bigger Bad: He's a monster far worse than Alma. Hell, he made her what she is, and he had a hand in Paxton Fettel becoming what he did. That said, by the time of F.E.A.R., he realizes it, and allows Alma to kill him. Unfortunately, she doesn't reallyunderstand that he's dead, nor does she care. Unfortunately, he returns as the true Big Bad of F.E.A.R. 3, the Creep and no longer cares about his remorse, merely wishing to become a god.

Cluster F-Bomb: Harlan's phone messages are never friendly. In what may be the key summation of the series, he describes what will occur as the "assfuck of the century." It's particularly notable in the ones addressed to Genevieve.

Not Quite Dead: Thanks to Alma's fears, he returns and manifests as the Creep.

Our Ghosts Are Different: Harlan returns in F.E.A.R. 3 as a powerful apparition called the Creep, the psychic embodiment of Alma's fear and hatred of him.

Stripped to the Bone: The way he finally dies. There's nothing left but a skeleton and a pool of blood.

Genevieve Aristide

Without Alma I have no leverage. Without leverage, I have no future!

CEO of Armacham Technology Corporation, and one of the heads of Project Origin. Attempted to restart, or at least refurbish the site of, Project Origin, at which point everything went horribly wrong.

Big Bad: In FEAR 2, she shapes up to be as manipulative and callous as they come. She has no remorse for what she does to her experimental subjects, unlike Harlan Wade, eventually, and has no trauma or lack of personal agency to excuse her from responsibility, the case with Alma herself, who is so broken she hardly understands what happens around her and has no control over her Psychic Powers.

Bitch in Sheep's Clothing: She uses what was likely very real fear for her own life to come off as concerned for everyone who could be hurt by the fallout of Origin's cover-up and desperate to stop it. The truth is much less altruistic.

Even Evil Has Standards: Oddly enough, she has moments of humanity - for instance, warning the staff of the Harbinger facility that the black-ops team was coming and giving practical advice on how to hold them off, and her disgust for Harlan Wade's...method of producing the Prototypes. She seems to value loyal and compliant staff members far more than she does their living, breathing projects.

Evil Plan: The plot to get Becket to draw Alma into the Telesthetic Amplifier to trap them both.

Lack of Empathy: For the human "products" of Armacham - Alma, Paxton Fettel, the Harbinger Candidates (including Becket) - and for those who get in her way.

I Did What I Had to Do: Practically her Catch Phrase. Aristide believes firmly that all she does can be justified as protecting her own well-being, Armacham's profit margins, their staff members, and public safety. In that order.

Moral Myopia: When she shoots Stokes and traps Becket in the Amplifier, it's not because she hates them or anything. She's just protecting herself. That happens to be at the expense of the protagonists, but she hastily assures them she's "not a bad person". So...no hard feelings?

Only in It for the Money: Reading her e-mails and notes indicates that her chief concern appears to be keeping her job and recouping financial losses.

Rich Bitch: Her apartment is very opulent and she seems to have sponsored an art gallery in the building.

The Scapegoat: Partly the reason she's so ruthless. The Armacham Board of Directors have decided to blame every single thing that ever went wrong with Projects Origin, Icarus and Perseus - including the existence of the projects themselves - on her and her alone. With the majority of the senior scientists dead, including Harlan Wade, and the board itself washing their hands of Fairport entirely, the blame and the punishment has to be pinned on somebody. Plus once she's dead, they can say they cleaned up the "corruption" themselves with no one left to contradict their claim.

The Unfought: Understandable, since she has no combat or psychic ability whatsoever.

Colonel Richard Vanek

I want nothing left to link us to Alma, or Origin, or any of the insanity.

Head of ATC's special operations and cleanup team and former U.S.M.C. Force Recon. F.E.A.R. 2: Project Origin's first antagonist.

Colonel Kilgore: He would rather have the interfering Delta Force agents dead than alive.

Cluster F-Bomb: When he's especially frustrated, every other word out of his mouth seems to be a curse word.

The Creep

Just as easily as I CREATED YOU, so I will DESTROY YOU!

A monstrous, human-like creature that appears in F.E.A.R. 3, actively hostile to ATC, the Point Man, and Paxton Fettel. It repeatedly attacks and attempts to sabotage the efforts of Paxton and the Point Man to reach Alma. Surprisingly, and disturbingly, even Alma seems to be afraid of it.

Interface Screw: Damage inflicted by the Creep doesn't regen until either the Creep is driven off or the player gets out of the area it's lurking in. In addition, the player is warned that the Creep is about to attack when black spiderweb patterns appear around the edges of the screen. He's also invisible.

Surprisingly Sudden Death: Its first actual appearance involves it slaughtering five ATC troops with about as much effort as crushing ants

Villainous Breakdown: During the final confrontation with it, the Creep goes on a series of massive, enormously loud rants as it flails away at the Point Man and Fettel.

United States Military

First Encounter Assault Recon

Artistic License – Military: Even although Fettel controls his soldiers via telepathy, F.E.A.R. is called to carry on what is thought to be just the assassination of an otherwise regular army commander, something an unit specialized in assassins would probably do better than one specialized in ghostbusting. It's only when it's revealed that the Point Man is his brother and that Alma is in the party that it starts making sense that the Senator and Aristide called F.E.A.R. instead of going for people like the Nigthcrawlers.

Badass Normal: They are all regular military and science men who are in task of engaging supernatural forces. At least, until it's revealed that their point man is a psychic super soldier. Also, at least two of the team's operatives can see apparitions, which is explicitly stated to be outside of the common human traits, not to mention to even turn into them...

Elite Army: Even although their specialty is not conventional warfare, they are shown to be arguably more elite in this field than established elite forces like the SFOD-D, which is basically their personal Redshirt Army.

Fun with Acronyms: First Encounter Assault Recon. The guy who named the unit during its foundation surely wanted its future members to realize what they were going to get into.

Woolseyism: In Spain, the name was changed to the language translation of "Assault and Reconnaissance Elite Force" in order to keep the "F.E.A.R." acronym. In Russia, the name was changed to "Federal Aggressive Reaction Unit" for the same reason.

Mildly Military: The team is officially a part of the United States Army and its shown members seem to be seasoned military men, but it is a very small unit and rather informal in its approach to warfare, working more like a consultant team or even a detective firm.

Noodle Incident: The incident which caused the F.E.A.R. team to be formed in 2002 is never revealed. The team has clearly found supernatural elements before, considering how little freaked out they seem to be when witnessing some. However, we are never revealed how much experience has the team in affairs like this or any other mission it carried on in its history.

Commissioner Rodney "Rowdy" Betters

Guy in Back: He rarely leaves the F.E.A.R. headquarters. His only instances are in their first takedown attempt of Fettel, in which he deploys the Point Man on the battlefield from a car, and when launching the second F.E.A.R. team, which is personally briefed by him in the C-130 they are going to parachute from.

Voice with an Internet Connection: He appears in person at the very beginning of the game, drives you to Auburn and is not seen in person since (unless you count the expansion Perseus Mandate, where he briefs the second team in person).

First F.E.A.R. Team

Lieutenant Spencer "Spen" Jankowski

You've gotta be fucking kidding me. This is why nobody takes us seriously. Military clones?

The First F.E.A.R. team's former point man, until the Point Man came along. A seasoned veteran, his job, like Point Man's, is to scour the Armacham Technology Corporation for Paxton Fettel. His life is cut short when he, along with a few Delta Force escorts go missing.

The Big Guy: Aside from being seemingly the physically biggest guy of the team, he has a few of the traits commonly associated with the archetype, namely his outgoing personality (albeit of a nastier kind than most examples) and presumably fighting ability (he is not specialized in a non-combative task like Sun-Kwon or Betters).

Despite his ghostly subsequent appearances, Jankowski's actual corpse is never found by anyone on the site. Word of God is that the player was originally meant to find it, but they decided it was scarier if he just vanished.

Possibly averted in the now non-canonical Perseus Mandate, in which the Sergeant has a ghostly vision of Jankowski wandering into an alley where a a very bloody corpse is traced. It's unknown if it's meant to be his body, which would open new questions (for example, as told in Offscreen Teleportation below, how he came to be there).

In F.E.A.R. 2, the player can find a stitched corpse with no eyes, a shaven head and attire similar to Jankowski's D-12 armor uniform in the underground hospital. Again, it's unknown if it is Spen's corpse and, in that case, if it is meant to be canonically his corpse or just an Easter Egg.

Offscreen Teleportation: Oddly, after you find Jankowski as a ghost, F.E.A.R. command continues to pick up his living signal at random in wildly varying and very distant locations. Betters even wonders how he's getting from place to place so quickly. This phenomenon seems to be meaningless, because they are not always the same occasions in which you stumble into him, and actually you still see him after the team has stopped picking up his signals altogether.

Spirit Advisor: Something allows him to make appearances after his unclear fate to offer cryptic insights into what's going on. They mostly regard Alma; he's one of your first hints that she even exists and has an effect on events.

What Happened to the Mouse?: His fate is to eventually be killed in action and his eyes gouged out, but the killer, whether it was Alma, Paxton Fettel or any of their Replica goons is left mysterious.

You Can See Me?: Inverted example. In Perseus Mandate vision, Jankowski appears right before the Sergeant in the alley, but he's unable to see him, perhaps due to his lack of eyes; still, he seem to be able to sense the Sergeant's presence, and even says "Is someone there?" before disappearing.

Technical Officer Jin Sun Kwon

Almost complete liquefaction. Maybe a chemical agent? This is going to take some time.

The F.E.A.R. team's medic and forensic specialist, Jin spends most of the time in the games in the rear guard collecting evidence and doing recon. She does not participate in combat, wielding a camera over a weapon.

All Asians Know Martial Arts: Presumably, as she adopts a fighting stance when facing Paxton Fettel's vision in Extraction Point. Then again, her being involved in high-risk military operations would justify her having some defense training.

Camera Fiend: As the team's analyst and forensics expert, Jin is never seen without her hand camera.

The Coroner: Has the unenviable task of working out just how in hell a bunch of Delta Force Operators became red steam and blackened skeletons in a matter of seconds.

Friendly Sniper: She was originally meant to be one, but it was found that the tight quarters of most of the game's battles precluded a sniper ally (this can still be seen in her gloves with the alternately-colored trigger fingers). Her role was changed to The Medic and The Coroner.

Nice Girl: With a bit of Deadpan Snarker, opining the reason Jankowski feels the Point Man is "looking right through" him is because Jankowski is one-dimensional. She defends the Point Man's usefulness to the team and is always concerned for his well-being.

Lieutenant Steve Chen

The Second F.E.A.R. Team's lancer, if anything. He seems to be the member with an expertise in handling just about any problem the Second Team gets across, be it combat, forensics or wiretapping.

According to him, he's a father of two children and has taken them along with him on a tour around Fairport's Old Underground Metro Area in the summer before the events of F.E.A.R.: Perseus Mandate. It seems that being enlisted in F.E.A.R. wasn't quite the job he had in mind, judging from how he often complains about being underpaid for all the menial tasks he has been given, which sometimes puts him in Snark-to-Snark Combat with the F.E.A.R. Coordinator, Rowdy Betters. And don't get him started on the Amarillo incident. Shooting the capture target was apparently an accident.

Deadpan Snarker: Despite the seriousness of the task, Chen still has the time to make sarcastic comments about how disproportionate his paycheck is to his work.

Plucky Comic Relief: His "pathetic paycheck" aside, he requests Betters to lag a rescue operation, claims his Noodle Incident was a mere slip-of-the-hand and tells the Sergeant to "try not to get blown out of any more windows".

We Hardly Knew Ye: Poor Chen. He only manages to stay alive for four Intervals, with some decently friendly ice-breaking moments before he gets killed by one of Alma's Scarecrows.

SFOD-D (Delta Force)

Lt. Douglas Holiday

Badass Normal: Holiday is the only Delta Force operative who doesn't get his ass handed to him over the course of the game. In the Xbox 360 port, he gets his own playable level wherein he of course lacks the Point Man's killer reflexes, but mows down whole squads of Replica anyway.

Psychometry: In the first drafts of the game, he was going to be an official F.E.A.R. member who had the ability to pick up objects and get impressions about their owners. The final version of his character is a regular human, though he is interestingly able to see Alma, which means he still has some psychic potential.

Stuff Blowing Up: Holiday uses demolition charges to clear the way, and also defuses the bomb strapped to Aldus Bishop.

First Lieutenant Keira Stokes

Dark Signal's communications officer, Lt. Stokes is the only female member of the squad. Despite being a commissioned officer, she lets Staff Sergeant Griffin command the unit in combat, as she is primarily a communications specialist.

Action Girl: Despite weighing about half as much as the rest of the squad, she holds her own in combat quite well, and fights alongside Becket off and on throughout the game.

Badass Normal: Holds up pretty well against all the other supernatural monsters despite not possessing any psychic powers unlike the rest of Dark Signal, who do. Ironically, her lack of any superhuman abilities may have kept her alive longer than anyone else because it meant she could not be linked to Alma.

Bare Your Midriff: Her armor actually covers about as much skin as what everyone else in Dark Signal wears. It's the shirt underneath that's just a bit too short.

The Lad-ette: As the one woman in a squad otherwise exclusively male, she swears, fights and cracks filthy jokes enough to keep pace with her squadmates.

Precision F-Strike: She gets two really great instances during the game. The first comes right after she helplessly watches Griffin get brutally killed by Alma: "What the fuck is going on?! Fuck!" The second is near the very end when Aristide reveals her plans to her and Becket: "What the fuck is wrong with you?! Why are you doing this?!"

Evil Counterpart: After being possessed and Mind Raped by Alma, he is essentially one to Becket. He's a member of Dark Signal with the powers granted by Harbinger, linked to Alma, but spurned and losing his mind to implanted desire for her, while Becket becomes her unwilling favourite.

Sergeant James Fox

You Remind Me of X: It's theorized in supplemental materials that he is killed by Alma when she mistakes him for her father, as Fox has a daughter the same age of Alma and is very devoted to her.

Sergeant Manuel "Manny" Morales

Morales is the APC driver for the Dark Signal Team, taking the crew where they need to go in case they need to link up. Friendly and resilient to weirdness, he provides moments of levity for the team when necessary.

What Happened to the Mouse?: The last time Becket sees him is before entering the Telesthetic Chamber in Climax. Sure, Manny's guarding the APC and seems unlikely to to be surprised, but considering Aristide showed up...

Sergeant Redd Jankowski

The younger brother of Spencer "Spen" Jankowski from the first game. Redd is a reluctant member of the Dark Signal Team and the most vocally against the original mission.

Afraid of Needles: His death involves being repeatedly stabbed in the chest with giant syringes which inject him with some kind of green serum.

Deadpan Snarker: He's the most sarcastic member of the team and regularly makes jokes and complains throughout the mission.

Armacham Technology Corporation

Armacham Technology Corporation

A major defense contractor for the United States military, Armacham develops extremely high-tech weapons in a variety of fields, including aerospace, robotics, and the emerging field of psychic warfare. ATC also maintains and operates a large PMC force and conventional military, and was responsible for a lot of construction in the city of Fairport. However, the truth is that Armacham's military and economic power is surprisingly vast, with an enormously powerful military force, highly-advanced technology, and extensive holdings across the world, making them a classic Cyber Punk-esque Mega Corp..

Norton Mapes

Sayonara, sucker!

A grossly obese, geeky ATC engineer, one of the survivor left by the attack by Replica forces. He initially helps Point Man and the F.E.A.R. team in their task, though only for a very short time (and possibly unintentionally) before revealing he is working for Genevieve Aristide to get them all killed and bury the Alma affair.

Abhorrent Admirer: Towards Alice Wade, if a voice mail about sexual harassment heard shortly after you meet him is to be believed.

Cloudcuckoolander: Wears gawdy clothes and often behaves stangely, like trying to hide behind a minuscule potted plant or crawl through a narrow ventilation shaft being the obese guy he is.

The Cracker: He knows how to activate and deactivate the security system and probably can teach Betters a couple of hacking lessons.

Enemy Mine: After his betrayals, he ends telling Point Man how to destroy the Origin Facility.

Expy: He is clearly based on Dennis Nedry from Jurassic Park. Both are annoying, smug, Fat Bastard computer hackers that sabotage their own companies out of greed even if it results in a lot of deaths.

Fat Bastard: He betrays Point Man two times and even allows himself plead for his life. He is lucky that the player can't shoot him right dead.

Karmic Death: He is shot in the stomach by Harlan Wade after trying to stop him from releasing Alma. Although he is still alive for the last time Point Man finds him, he presumably dies when the Origin Facility blows up.

Spared by the Adaptation: ...However, the non-canon Extraction Point shows him inexplicably alive after the explosion. An Easter Egg lets you finally put a bullet in his brain as he dances to music, at least.

Snake Fist/Terry Halford

You're like free pizza at an anime convention. She can smell you. And she wants to consume you.

An ATC researcher, initially heard as a voice in the radio calling himself "Snake Fist", who helps Michael Becket and his team sharing with them his considerable knowledge of the facts surrounding Alma.

Badass Bookworm: Aside from being a key scientist for ATC and a cunning field researcher, he manages to guide the Dark Signal Team and avoid getting killed while locked alone in a Replica-filled Paragon Facility where even a tough soldier has a difficult time to survive.

Cloudcuckoolander: If his lab coat, T-shirt, loose pants and sandals with socks aren't enough convince you, see the quote above for his way of speaking. You can't help but wonder where ATC finds those guys.

Good Counterpart: To Norton Mapes from the first game. They are both overweight, geeky ATC people who offer the protagonist help, but while Mapes is a Fat Bastard traitor, Halford remains as a good guy until the end.

Hollywood Nerd: Looks, talks and behaves like a 90's anime geek stereotype on acid. Considering that the affair in which he is involved with resembles another one, this could be purposeful.

Off with His Head!: A particularly gruesome example is done when a Replica Assassin rips off his head with his claws. You shortly find his head on a bench as a warning just before the Assassins start coming after you.

The Replica

Cloned super soldiers created by Armacham Technology Corporation as part of Project Perseus, intended to be controlled by a psychic commander - specifically, Paxton Fettel, the prototype and template for all the commanders after him. Naturally, when Fettel went crazy while in control of an entire battalion, things didn't work out for Armacham.

The Replica encountered in the first game are under Paxton Fettel's control, and are dubbed the "Series VI" versions. The Replica encountered in the second game are the "Series VII" versions, mostly stored in large underground vaults beneath Fairport, and are reactived by Alma's psychic signal. The third game also features Replica soldiers in the later levels, although their model type is unspecified.

Clone Army: They're all copies of Paxton Fettel, or at least the Series VII units are, presumably to make them easier for him to control. Not perfect copies, but functional enough for their purpose.

Cloning Blues: Notably averted. Though the Replica clearly have their own emotions and independent thought processes, they are dependent wholly on their psychic commanders for objectives and orders, and otherwise aren't affected by the angst of being clones whose sole purpose is to fight and die. A possible comparison is Metal Gear's philosophy of "you're only alive when you're on the battlefield", to the logical and literal extreme. The Replica only 'live', act human, speak, think and so on when they're in use. In combat, they scream, curse, display fear, anger, surprise, argue with each other, even refuse suicidal orders, and generally act how you'd expect a reasonably bright human in a high-stress life-threatening situation to act. Without orders, they simply stand and breathe, like organic robots on standby mode. It's freaky.

Of note is that at one point in Reborn, a Replica begins to question orders, asking about their deployment and requesting a higher clearance level. His commander requests permission to execute his underling, receives it, and carries out the execution. In the moment it takes for this to happen, the curious Replica does not do a single thing to defend himself. He doesn't even seem scared. Like any other Replica, he simply awaits orders until shot in the head.

Clone Degeneration: Since they go fully masked and armored at all times, it's not until late in the second game that you see how...wrong the manufacturing process can go. There seems to be only one Replica who actually resembles his template - Foxtrot 813, whose looks identical to Paxton Fettel.

Decapitated Army: Want to put them all down at once? Kill their commander. They'll lapse immediately into dormancy. Until Alma takes control. Interestingly, this only applies to the ones grown and conditioned for psychic commanders, as earlier versions were programmed to respond to voice commands, which is presumably why the Replica in the third game are still loyal to Armacham.

Determinator: The Replica will do whatever it takes to stop you, including following near-suicidal orders and tactics.

Drop Pod: In the second game, you see how they're deployed and stored when not in combat. They are literally stored and stacked away in crates; when the time comes to use them, you drop them on the field, pop the doors and bam! Instant army.

Keystone Army: They're conditioned to go dormant if their commander stops giving them orders. During the intro of the first game, several are shown looking as though they're asleep on their feet, then abruptly straightening up, readying their weapons and marching off in ranks as Fettel takes control of them. Later the Point Man shoots Paxton Fettel in the head, then turns to encounter a dozen Replica doing absolutely nothing. They just stand in place, heads bowed, as animate as dolls. By the third game, Armacham has removed this feature; their Replica keep fighting no matter what.

Mini-Mecha: The REV armored units. They are called "powered armor" but the larger ones are really bipedal tanks.

Oh Crap!: They often freak out if you take down many of their squad or dodge their advances with Slow-Mo.

Super Soldier: Built from the DNA up to act as them. Specifically,t hey aren't intended as the One-Man Army sort of supersoldier; instead they are marketed as cheap, reliable, loyal, and disposable soldiers who are just as well-trained as human soldiers but vastly cheaper and able to do missions that would be impossible for normal humans.

Private Military Contractors: This was originally how Armacham was going to market them. Within the second game's intel itmes is an unnervingly chirpy brochure that lists their many advantages over regular soldiers, including their quick and inexpensive production, their elite training, their simple maintenance, and their complete and utter lack of independent will or conscience. Cheap! Effective! Reliable!

There Was a Door: The armored Replica are prone to break nonchalantly through walls despite having an open door some feet next.

ATC Security/Black Ops/Phase Casters and Commanders

Armacham's immensely powerful military division, divided into different groups. ATC Security handles day-to-day physical security and initial response, and form the primary ATC enemy in the first game and its expansions. Security is characterized by their light civilian armor, sunglasses, and caps. Black Ops, which handles dangerous covert and cleanup operations, forms the ATC enemy in the second game and its expansions, and are characterized by heavier full-body armor and a high-tech, cyberpunk aesthetic to their gear. In the third game ATC has deployed conventional military forces which have occupied the city of Fairport and are conducting a general purge of the civilian populace, now driven insane by Alma. These mercenaries are characterized by modern military-style armor and equipment and balaclavas. The Phase troops are something else altogether - energy-shielded elites who casually fling regular troops into the meat grinder and use cutting-edge technology.

Elite Mooks: Each group has a particular type; Security has heavily-armored guards in riot gear (only seen in Perseus Mandate). Black Ops has elite troops clad in heavier armor and facemasks. The conventional ATC troops use Replica soldiers and Phase troops as their elites.

Enemy Mine: Sort of. In the first two games, they were actively fighting against the Replica, but by the third game the Replica have been brought back under control and fight alongside the normal human ATC troops.

Enemy Summoner: Phase Casters. They're equipped with technology that allows them to transport troops to a location in small groups.

Faceless Goons: Many ATC troops have visible faces, but the more elite soldiers wear facemasks and goggles, and all of the ATC troops in the third game wear face-concealing balaclavas.

Punch Clock Villain: In the first game the ATC Security units are mostly just armed security guards following orders to "repel all outsiders" and are generally in over their heads (though they do carry out several assassinations of people who know too much under Aristide's orders). The second and third games, not so much.

Teleport Spam: Phase Commanders use some sort of portal-forming supertech to achieve this trope, stepping into one wall to pop out again from another.

We Have Reserves: The Phase Commanders have no compunctions with sacrificing their troops to achieve an objective - especially if that objective is killing the Point Man. The troops, not being Replica, can often be heard obeying orders only very reluctantly or having to be threatened into line.

Independent

Gavin Morrison

Senator David Hoyle wanted to a little shoplifting for Armacham's data and DNA samples of Paxton Fettel and Alma, so he gets ex-NSA operative Gavin Morrison and the Nightcrawlers to do the work.

Non-Action Guy: Although early drafts show him carrying a gun, he is unarmed and solidly non-combatant through the game.

Noodle Incident: His "cowboy attitude" and the scandal which got him fired from the NSA are unspecified.

The Nightcrawlers

A combination of brains and brawn, these guys outclass everyone in a straight fight, including the Super Soldier Replicas. A radio debriefing from Captain Raynes indicates that the whereabouts of the Nightcrawlers, "a permanent free-standing army", is a closely-guarded secret. The Nightcrawlers communicate in a very dull, calm, collected tone, which suggests that they're seasoned professionals who don't let certain emotions to get in the way of their job. Some of them seem to have superhuman reflexes that rival the Point Man's and the Sergeant's.

If you observe their combat patterns carefully, the Nightcrawlers can be distinctly divided into two classes: the lower echelon, the regulars, and the upper echelon, the elites.

Danger Deadpan: All of them. Unlike the Replica, whose Oh Crap! moments are all over the place, the Nightcrawlers have plenty of Casual Danger Dialog. The upper echelons of the Nightcrawler group ramp this up twofold; the calm demeanor breaks only at the presence of Alma or Fettel.

Weapon of Choice: At least as a mainstay firearm, theirs is the Vector Engineering Systems V7 Advanced Rifle. The higher-ups also have a tendency to sprinkle BFGs in between.

Nightcrawler regulars

The lesser class. Much like Replica regulars, but with twice the badassery. They don't have supernatural abilities like their elite brethren do, but because of their unparalleled durability and overwhelming numbers, they can pose a serious threat. They have a particular liking towards using VES Advanced Rifles, VK-12 Shotguns and other small arms of similar caliber, usually leaving the serious firepower to their elite counterparts.

Elite Mooks: They can't be called super soldier clones like the Replicas because there's no explicit statement about it, so this is the best you can make of them. They are smarter and tougher, with the lighter regular is a few Hit Points stronger than its Replica counterpart.

Nightcrawler elites

The greater class. When you think of Nightcrawlers with BFGs and fast feet, you think of these guys. They're generally spread thin but when you encounter one, you had best take plenty of cover and firepower while you still have some.

Wall Jump: Like Replica Assassins, they have a habit of latching to a wall to quickly escape enemy crosshairs aimed at head height. They'll sometimes follow up with a pair of hand grenades, a proximity mine or a deployable turret.

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